eminence-0.5.0.jar
Curse Maven Snippet
What's new
* Boss rework: new models and animations for every boss
- Possessed: hulking demon with bone pauldrons, a hood with glowing eyes and a moving jaw; writhes on its fists, rises and roars on entry; falls face down and burns away on death
- Juggernaut: chained giant with a furnace core, iron muzzle, crystal growths and broken shackles; breaks his chains on entry, the core dies out when he falls
- Aurora: floating witch with a streaming gown, knee-length hair, a thorn crown and orbiting blood orbs; sleeps curled in the air until woken, sinks to her knees on death
- Diablos: towering horned demon with jointed bat wings, bone ribs around a burning core and a bladed tail; shadow and true forms
- Zenon Griffey: his own model (Knight of Rounds with a greatsword, awakened skin) and an animation for every stance: entrance, combos, thrust, crescent, parry, counter, awakening, Blood Rain, death
- Cid Kagenou: his own models for the student, Shadow and the atomic stage; lucky dodges, the transformation, slime blade combo, Mach Shadow, blade rain, doubles, I Am Atomic
- Iris: full plate armour; entrance (rips her sword out of the ground), second wind and death on one knee
- Alexia, Claire, Olivier: rebuilt on the same skeleton as Iris; Olivier unfolds wings of light in her second phase
- Lutheran: frock coat, rapier and fencer stance; new parry, counter, Greed, pill, cleave, charge, entrance and death
- Bosses no longer do the vanilla death flip or turn red while dying
- Fixed: bosses leaned back where they should bow forward (and vice versa); arms now spread outward in roars
- Boss swords are held in the fist instead of sticking out of the arm like an extension of it
- Fixed flickering where model parts overlapped
* New boss bar: framed, with name and title, a damage trail, tenth marks and a pulse at low health
* The intro and phase cameras no longer spin with the boss and film from the player's side
* Enemies caught in a combo (stunned, knocked down or juggled) no longer shoot, explode or pick targets, including mobs from other mods
* First person:
- A real arm holds your weapon and follows the whole swing; punches go forearm-first toward the crosshair
- The off hand is visible too: it holds the guard and strikes on its own in left jabs and flurries
- Every melee strike and the shared ability strikes have their own swing in front of the camera (the weapon used to vanish)
- Hits feel heavier: a short hit-stop and camera jolt
* Melee animations:
- Sword combo rebuilt: right-to-left, back left-to-right, overhead finisher, each with wind-up and follow-through
- Fists: jabs with a step, hook, flurry, uppercut from a crouch, heavy hip-swing punch, a swaying stance
- Heavy blows no longer lay your character flat on the ground
* Effects:
- Blade trails follow the sword, are bigger and visible from first person
- Every ability flashes on hit; strong hits shake the camera
- Shockwaves have a hot core, a second wave, a rising wall of light and flying debris
- Ability charging: a bigger glowing sigil and a burst at full charge
* Fixes:
- Night vision no longer flickers after playing Delta or Zeta
- Abilities now damage bosses from other mods that hide behind invulnerability (e.g. Helvar from Block Factory's Bosses)
- Delta and Zeta can climb walls again
- See-through holes in boss and mob models fixed
- Cid Kagenou: 20k health per life instead of 38k, a shorter first stage; Diablos: 22k instead of 40k
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